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Telwar
2021-01-07, 08:44 PM
For one of my biweekly games, we have just hit 8th level. The DM has instituted an alternate rule where instead of an ASI, we get two feats...and yes, you are encouraged to stack half-feats. He likes feats. I took for the first feat Skill Expert, to give him Religion proficiency and expertise to make up for his complete ignorance, which has Backstory. The game initially started as a cattle drive from Valenar to Karrnath, and now we're doing Curse of Strahd (past the Dead House, we're in...uh...whatever the town with the festivals is).

And I'm trying to decide what feat to select for the other "half" of the ASI.

Relevant stats:

Name: Furrow
Alignment: LN
Str 12, Dex 14, Con 16, Int 10, Wis 18, Cha 8
AC 21 (Half-plate+1, Shield+1)
Trained in Athletics, History, Insight, Medicine, Perception, Religion (from Skill Expert), Survival (bonus)
Passive Perception is 22, Passive Investigation is 15, Passive Insight is 17.
Feats are: Mounted Combatant (bonus), War Caster & Resilient (Con) (level 4 ASI), Observant (bonus), Skill Expert and (blank) (level 8 ASI)


Backstory:
Furrow was manufactured at the Cannith Creation Forge in Metrol as part of the FY 984 order. Production was to the Class M escort/bodyguard standard, and Furrow was assigned to the Royal Khorvaire Navy, specifically as batman and bodyguard to Rewin ir'Dendall, 947th in line to the throne of Khorvaire (as represented by the borders of Cyre). Furrow won multiple decorations for valor for his captain in the late war, including saving his charge in the ill-fated punishment raid on Pylas Maradal as part of Operation Dandelion Wine in 989, as well as individually neutralizing the infamous Karrnathi privateer Lorcas Turncloak in the Seventh Battle of the Tempest Strait in mid-994. This was vital, as the threat of a third front on an already overstretched Cyrean military could have easily caused a collapse and knocked Cyre out of the war. In recognition of Furrow's deed, Captain ir'Dendall won the Spire of Cyre.

Furrow witnessed the Mourning one day after his captain's squadron departed the primary RKN base at Seaside, en route to conduct coastal raids on Darguun as part of Operation Trog Hammer. Despite Furrow's pleas to return and render aid, the squadron instead continued with the operation and sacked several coastal villages in Darguun and Zilargo. While overwintering in Stormreach, the captain learned that he was now 6th in line for the throne, and of the signing of the Treaty of Thronehold. The captain took his (now severely-reduced) squadron to Q'barra following rumors of riches and power enough to ensure his ability to conquer and hold any of the treasonous rebel nations to rebuild his beloved Cyre.

Two months ago, two years after sailing up the Crimson River, Furrow found himself standing on the dock at Aerie. His only memories were a blur of green and black shadows, red blood, and bright light. In his hand was a deed to 40 acres of prime cropland as part of Captain ir'Dendall's former estates southwest of Kasserine. Resolutely, Furrow walked to Kasserine, discovering along the way that he could no longer recall his martial training, but somehow invested with the power of the Silver Flame in its place, with a sibilant voice telling him to bring light to the shadows of the hearts of men. Upon arriving at Kasserine, Furrow learned the deed was worth less than the parchment it was written on, as the estate had long since been plundered and converted to pastureland. Despondent, Furrow wants to leave this hellbitten land of elves and learn more of the ways of the Silver Flame.

Note: Stat-wise, Furrow was a 14th-level monk at the point he went up the Crimson River. At some point in the expedition, he wound up in the hands of couatls who "reformatted" him into a cleric of the Silver Flame. The couatls neglected his religious instruction, and interactions with actually trained clergy have been hialrious.


Rest of the party:
Elf Beast Master Ranger
Half-elf Celestial Soul Sorcerer
Halfling Rogue/Ranger
Hobgoblin Battlesmith Artificer
Half-elf Sword Bard

The Beast Master has a tendency to run ahead and get themselves smooshed. Furrow was meant as a blaster/tank, but since almost everyone goes first and we're fighting undead that don't particularly think that he's tasty, he tends not to get as stuck-in as I like. The bard's attendance is spotty.


Thoughts for feats so far:

Alert: This is *almost entirely* for the initiative bonus, which is otherwise +2. It does also fit with one of his primary functions on the cattle drive as night watch (he was also the cook). This is probably the default since it'll let me get up and stuck in.

Eldritch Adept: This would potentially fit with Furrow's, ahem, initiation as sort of a pseudo-warlock. TBH, though, I'm not that enthused about it; Devil's Sight might be handy, but he is a Light Cleric, and usually has Light cast on his shield and/or fist. The others might be handy, but they're not that awesome.

Metamagic Adept: This might could be *very* interesting. I might be able to get the DM to reference Empowered to Wisdom ("...how would I reroll -1 die again?"), Transmuted Spell from Tasha's might be good, and Subtle and Careful could be handy.

Telekinetic: Really doesn't fit the character, and I have a TON of bonus actions going on...but I *love* telekinesis.

Telepathic: Somewhat better fitting, and effectively gives another spell prepared.

Other thoughts? Suggestions?

Mastikator
2021-01-07, 09:20 PM
Fey Touched or Shadow Touched might be worth looking at.

Bobthewizard
2021-01-07, 09:29 PM
Aberrant dragonmark if it's allowed could give you a short rest Shield spell. If it's not allowed, I like fey touched.

CTurbo
2021-01-07, 09:50 PM
Alert is good on anyone and would be a solid pick.

Lucky is also good on anyone and would be a solid pick.

I really like Magic Initiate and/or Ritual Caster: Wizard. Either of those gets you Find Familiar. One gets you a couple extra cantrips and the other gets you access to all the awesome Wizard rituals.

Tough is useful but boring.

None of those are half feats though. It looks like you've already taken the best half feats.

Durable is not the worst feat and bumps Con +1.

micahaphone
2021-01-08, 02:43 AM
Alert feels fitting for an always vigilant sentry like a warforged. I don't know what the rest of your party looks like but Elemental Adept could be useful if you're using your domain spells for dps

Telwar
2021-01-09, 06:49 PM
Thanks for the replies!


Aberrant dragonmark if it's allowed could give you a short rest Shield spell. If it's not allowed, I like fey touched.

That's on the list for later, potentially. It feels a little weird, as warforged aren't a race that can technically have dragonmarks, but nothing says you can't, and it'd feel amusing. (Our other game the DM for that game said they couldn't)


Fey Touched or Shadow Touched might be worth looking at.

Hrm. Shadow-touched might work, I'll have to look and see what 1st level spells would be useful there.


Alert is good on anyone and would be a solid pick.

Lucky is also good on anyone and would be a solid pick.

I really like Magic Initiate and/or Ritual Caster: Wizard. Either of those gets you Find Familiar. One gets you a couple extra cantrips and the other gets you access to all the awesome Wizard rituals.

Tough is useful but boring.

None of those are half feats though. It looks like you've already taken the best half feats.

Durable is not the worst feat and bumps Con +1.

I see Find Familiar listed a lot, and I'll be honest, I've never grokked why that's considered such a useful spell.

Keravath
2021-01-09, 11:44 PM
One option instead of the Skill Expert feat would be to take both Fey touched and Shadow touched to get 20 wisdom and some useful spells known/castable extra times/day.Both Fey touched and Shadow touched could be reflavored as the couatl inserting additional defensive subrotuines that Furrow might not even be aware of until they trigger. You could take skill expert later as the character spends more time studying relevant skills.